
Tekken 8 Command Notation and Move Data Guide
Controller-independent inputs, frame notation and community data attribution.
Tekken 8 Command Notation and Move Data Guide
Open controller inputs → · Open character move lists →
Reading Tekken commands
The fighter pages use standard community notation so commands work across controllers. Move data is credited to TekkenDocs, Wavu Wiki and RBNorway. It is community-maintained data, not an official Bandai Namco move database.
Attack buttons
1 = left punch; 2 = right punch; 3 = left kick; 4 = right kick. A plus sign means press together; commas indicate successive inputs.
Directions and timing
f = forward, b = back, d = down, u = up, df = down-forward, db = down-back, uf = up-forward, ub = up-back. n means neutral. Uppercase directions generally mean hold. A tilde indicates a quick input or transition; a colon marks a precise timing requirement. Check the linked source for character-specific timing.
States
H. requires Heat; R. requires Rage; FC means full crouch; ws or WS means while rising; BT means back turned. Other uppercase prefixes identify character-specific stances. Use the in-game Move List to identify their entry conditions.
Frame and hit notation
h = high, m = mid, l = low, t or th = throw. i15 denotes a 15-frame startup. Positive frame advantage means you can act sooner; negative means the opponent can act sooner. Letter suffixes describe resulting states: c commonly marks crouching, a airborne, d a downed opponent and g restricted guarding. Ranges and multiple values can depend on distance, timing, stance or hit sequence; consult the source notes.
Data limits
These lists reproduce the source snapshot, including command-based labels when a name is unavailable. They include strings and stance branches; they are not all guaranteed combos. No current-patch testing is implied. Use Practice Mode to check version-sensitive damage and frame values.